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Dehydrated KroothCreature 6


UncommonNLargeAmphibiousAnimal
Source Pathfinder Society Scenario #1-24: Lightning Strikes, Stars Fall
Perception +16 (low-light vision, scent (imprecise) 60 feet)
Languages none
Skills Athletics +15, Stealth +15, Survival +14
Str +5, Dex +2, Con +5, Int -4, Wis +2, Cha +0

AC 23; Fort +17; Reflex +14; Will +12; +4 status bonus to all saves vs. Fear
HP 110
Speed 40 feet (swim 30 feet)

Jaws One Action +17 (+12, +7) to hit (deadly d10, poison, reach 10) 2d12+5 Piercing
Claw One Action +17 (+13, +9) to hit (agile) 2d8+5 Slashing
Tail One Action +17 (+12, +7) to hit (reach 15) 2d8+5 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Scent (imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

+4 Status to All Saves vs. FearAttack of Opportunity (Tail Only) Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Pain Frenzy

Whenever the krooth is damaged by a critical hit, it gains a +2 status bonus to attack and damage rolls until the end of its next turn. It can't use reactions while this frenzy lasts.

Effect: Pain Frenzy

Aquatic Ambush One Action

Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.


Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Flat-Footed against this Strike.

Poison Tooth One Action (poison)

Requirements The krooth damaged a creature with its jaws Strike on its most recent action this turn


Effect The krooth snaps off one of its teeth in the creature it hit. The creature takes 1d6 Persistent Bleed Damage and is Drained 1. Neither the persistent bleed damage nor the drained condition can be healed while the tooth remains. Removing the tooth safely requires a successful DC 24 medicine check to Administer First Aid. Instead of ending bleeding or stabilizing, this removes the drained condition, but it doesn't automatically end the bleed damage.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.